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StanTheMan

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About StanTheMan

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    Junior Member

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  • Location
    Hungary

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  • RPG Biography
    Lots of everything, from Traveller to Elfquest to Elric to Dogs in the Vineyard. I've tried a lot of games.
  • Current games
    GURPS, Burning Wheel, Fate, BRP
  • Location
    Hungary
  • Blurb
    A guy living in Hungary.

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  1. That's great stuff! Bravo! Maybe you could include something like this in the Companion? Because you've already got a customer for it in me; I'd love something like this there. Thanks a lot! And to answer you earlier - no, I haven't used any of the rules yet; this will be the first time running Mythras, or M-Space for that matter.
  2. So, as part of my home project of maybe using M-Space for Pirates of Drinax, I've got this notion to use Extended Conflicts for Mass Combat (to be honest, the Extended Conflict rules remind me of Mouse Guard or Torchbearer, which is when the light went off in my head). Has anyone done it (or even just used them for the super-simplified combat; I'm eyeing that too)? What skills would you use for it? Thoughts?
  3. I see. Hmm. Then I'll give it a stare. As said, I tend to run "political" games, so, I need things like that. It's why I'm still grappling with my choice.
  4. I read that. Just seems a bit...bare, I guess. I felt the one in BRP was a bit more understandable;e, or robust (I mean, not by much, but still). I'll have to reread it then.
  5. So, I'm thinking of running Pirates of Drinax in M-Space, though my emphasis tends to be on the politics and what not (so, I'll be using the background and ideas from PoD, but not the actual adventures except where they intersect with politics). With that in mind, I'd like to sudan abstract wealth system (this is one of the main reasons I'm looking more at Savage Worlds - the current edition has such a system, and a supplement written for it expands those rules). Still, M-Space is BUILT for this, but...Mythras no has such rules. Except in Rome. I have that supplement, and looking at the wealth system, I realize there IS no wealth system, or at least, I can't find it. In the BGB for BRP, I can use the Status/Wealth mechanics there (and at least gives me an idea of how much things "cost" within that system), but I'd rather use something made for Mythras. So, am I crazy and there is no explanation of the wealth rules in Rome? Also, side question- are there any decent mass combat rules for Mythras? It seems a lot of setting could have wars, but there don't seem to be rules for battles. I've looked at Mythic Britain, but those rules are only for, it feels, Bronze or Age fights; could they be used for more modern/futuristic battles?
  6. That review is one of the things that got me to buy the game in the first place mate...
  7. Well, I may have to just try it then. I don’t know what gets me (what I’m trying to figure out here). I’ve run Burning Wheel and GURPS on the regular, so it isn’t complexity at all. Just...I don’t know. So, just running the darn thing may do it. Maybe.
  8. A simple question with probably a non-simple answer - for those that have been exposed to both, why do you prefer BRP to Mythras? I ask because, while I own several Mythras books, for real, I can’t get myself to run the things. I’m trying to suss out why. I’m not a fan of hit locations for sure (though M-Space helps mitigate some of that). I’m actively intimidated by the combat special effects (it isn’t the complexity; I’ve run Torchbearer and Burning Wheel with no issue). I’m okay with splitting skills into Professional and Standard. I sort of get the idea behind why combat styles. But on the whole...something’s off. So, please help me figure it out. What’s holding me back? Why do I find the BGB a better read (despite the fact the book is literally all over the place)? I can say one thing: I MUCH prefer Wealth Levels and Status rolls to actually coin; if I ever run Mythras that’s getting ported right in. Folks?
  9. The particular player only went for a little power; makes me almost not want to bother...
  10. Maybe! Except I would have to own it...
  11. To make a long story short, I am gearing up for a Shadow of the Beanstalk campaign, but using M-Space as the base (we tried the Genesys system itself and found it weirdly lacking in odd places; a different topic for a different day). Anyway, I thought this would be an easy conversion because almost all my players chose to play Normals (unmodified people); everything else we've already established in-game exists in M-Space, and the system even adds some stuff that's really handy (like Circles) that will be useful in our espionage cat and mouse game. However, no cybernetics or, more germane, genetic modifications. Of my players, ONE, of course, has gene mods. I'd like to model this, and I've sort of decided to use the old Mutations rules from the BRP BGB. This will work, no worries, especially rules-wise, so, that part is no problem. The problem is, how to cost it? That is, I shouldn't just hand the player a new power or two that others don't get. The table REALLY likes the idea of balance (or at least, opportunity for balance) and so this is a real concern. My initial thoughts are: 1. Give the other players like 50 extra skills points (in essence, making the mod cost 50 skill points). 2. Like other "special abilities" in Mythras, like Mysticism or Sorcery, tie using gene mods to one or two skills; in this case, the skills wouldn't be something the player rolls, but it would represent the threshold of what they could have. Like, have a Gene Mod Installed skill, and have each 25 points represent a minor Mutation, and 50 points a major one. Obviously, I'd use something similar for cybernetics (say, based on the superpowers in the BGB). 3. Some other cost, like Pow or something (I actually kinda detest this in BRP games, but maybe...) 4. Give it to him and hope nobody gripes (fat chance!). Of course, it's also possible since we're switching over, that someone will decide to change their character and go, say, with a cyborg. This is a side reason for the change, by the way; no one seemed interested in engaging with Genesys beyond the surface; no one found the cybernetics interesting, simply, based on the cost (which is Strain in that system) at character generation. Thoughts? Also, may I call out to Clarence Redd to PLEASE make cybernetic/genetic mod rules and release a Companion or something? Pretty please? I'd buy the hell out of it.
  12. Recently started a campaign set in Dragon Pass for Blorantha newbies. We started with a small, isolated Orlanthi clan situated near Clearwine, that hates Lunars but is iffy on the tribes nearby. I started the game in HQG but found the rule set not crunchy enough and hard to GM; had an internal debate about switching to RQG (which I got recently), but have opted for Mythras instead, which We will play the first time next weekend. My only issue is, how to start: we are picking up where we left off in the campaign, but I mean, do I start with a quick combat scene, or some other scene (just to give them a chance to roll some dice and see how some things work).
  13. Thanks for the caution! I was planning to at least print up some Effects list and like that; this group handled Burning Wheel combat matrix (and the one for Burning Empires!). so I'm not actually too worried on that score. Just the first few sessions will be awkward, as always.
  14. As it says above, my group has decided to go for Glorantha, and I ran two sessions in Heroquest, decided it wasn’t crunchy enough, and thought I might run it in RQG. Looking at RQG, weirdly, I sort of felt Mythras might be easier and more “straightforward”, including in combat. IS it smoother in combat? Also, I feel like maybe the Shaman rules are a bit tighter in Mythras compared to RQG. Indeed, the main thing I like rules wise in RQG is the direct tie to the runes - otherwise, yeah, I’m not sure. Mind, I don’t have RQ6, but Mythras - are they different at all? Is RQ6 more Glorantha than Mythras? Also, I’d be teaching the game to experienced gamers, but still, first time with d100. Is it easier to teach than RQG?
  15. What I mean is, at least, if I don’t run things in a way that there are “large bits of time passing that include activities that must be done” then I’ve found players will micromanage every second, ludicrously having, say, no leisure time or time wasted or anything. Having a one adventure per season implied structure solves that neatly.
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